blender/intern/cycles/kernel/shaders/node_noise_texture.osl
Bartosz Moniewski 054950def9 Shading: add Roughness input to Noise and Wave texture nodes
Currently in fractal_noise functions, each subsequent octave doubles the
frequency and reduces the amplitude by half. This patch introduces Roughness
input to Noise and Wave nodes. This multiplier determines how quickly the
amplitudes of the subsequent octaves decrease.

Value of 0.5 will be the default, generating identical noise we had before.
Values above 0.5 will increase influence of each octave resulting in more
"rough" noise, most interesting pattern changes happen there. Values below
0.5 will result in more "smooth" noise.

Differential Revision: https://developer.blender.org/D7065
2020-04-09 21:48:03 +02:00

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "node_noise.h"
#include "stdcycles.h"
#include "vector2.h"
#include "vector4.h"
#define vector3 point
/* The following offset functions generate random offsets to be added to texture
* coordinates to act as a seed since the noise functions don't have seed values.
* A seed value is needed for generating distortion textures and color outputs.
* The offset's components are in the range [100, 200], not too high to cause
* bad precision and not to small to be noticeable. We use float seed because
* OSL only support float hashes.
*/
float random_float_offset(float seed)
{
return 100.0 + noise("hash", seed) * 100.0;
}
vector2 random_vector2_offset(float seed)
{
return vector2(100.0 + noise("hash", seed, 0.0) * 100.0,
100.0 + noise("hash", seed, 1.0) * 100.0);
}
vector3 random_vector3_offset(float seed)
{
return vector3(100.0 + noise("hash", seed, 0.0) * 100.0,
100.0 + noise("hash", seed, 1.0) * 100.0,
100.0 + noise("hash", seed, 2.0) * 100.0);
}
vector4 random_vector4_offset(float seed)
{
return vector4(100.0 + noise("hash", seed, 0.0) * 100.0,
100.0 + noise("hash", seed, 1.0) * 100.0,
100.0 + noise("hash", seed, 2.0) * 100.0,
100.0 + noise("hash", seed, 3.0) * 100.0);
}
float noise_texture(float co, float detail, float roughness, float distortion, output color Color)
{
float p = co;
if (distortion != 0.0) {
p += safe_snoise(p + random_float_offset(0.0)) * distortion;
}
float value = fractal_noise(p, detail, roughness);
Color = color(value,
fractal_noise(p + random_float_offset(1.0), detail, roughness),
fractal_noise(p + random_float_offset(2.0), detail, roughness));
return value;
}
float noise_texture(
vector2 co, float detail, float roughness, float distortion, output color Color)
{
vector2 p = co;
if (distortion != 0.0) {
p += vector2(safe_snoise(p + random_vector2_offset(0.0)) * distortion,
safe_snoise(p + random_vector2_offset(1.0)) * distortion);
}
float value = fractal_noise(p, detail, roughness);
Color = color(value,
fractal_noise(p + random_vector2_offset(2.0), detail, roughness),
fractal_noise(p + random_vector2_offset(3.0), detail, roughness));
return value;
}
float noise_texture(
vector3 co, float detail, float roughness, float distortion, output color Color)
{
vector3 p = co;
if (distortion != 0.0) {
p += vector3(safe_snoise(p + random_vector3_offset(0.0)) * distortion,
safe_snoise(p + random_vector3_offset(1.0)) * distortion,
safe_snoise(p + random_vector3_offset(2.0)) * distortion);
}
float value = fractal_noise(p, detail, roughness);
Color = color(value,
fractal_noise(p + random_vector3_offset(3.0), detail, roughness),
fractal_noise(p + random_vector3_offset(4.0), detail, roughness));
return value;
}
float noise_texture(
vector4 co, float detail, float roughness, float distortion, output color Color)
{
vector4 p = co;
if (distortion != 0.0) {
p += vector4(safe_snoise(p + random_vector4_offset(0.0)) * distortion,
safe_snoise(p + random_vector4_offset(1.0)) * distortion,
safe_snoise(p + random_vector4_offset(2.0)) * distortion,
safe_snoise(p + random_vector4_offset(3.0)) * distortion);
}
float value = fractal_noise(p, detail, roughness);
Color = color(value,
fractal_noise(p + random_vector4_offset(4.0), detail, roughness),
fractal_noise(p + random_vector4_offset(5.0), detail, roughness));
return value;
}
shader node_noise_texture(int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string dimensions = "3D",
vector3 Vector = vector3(0, 0, 0),
float W = 0.0,
float Scale = 5.0,
float Detail = 2.0,
float Roughness = 0.5,
float Distortion = 0.0,
output float Fac = 0.0,
output color Color = 0.0)
{
vector3 p = Vector;
if (use_mapping)
p = transform(mapping, p);
p *= Scale;
float w = W * Scale;
if (dimensions == "1D")
Fac = noise_texture(w, Detail, Roughness, Distortion, Color);
else if (dimensions == "2D")
Fac = noise_texture(vector2(p[0], p[1]), Detail, Roughness, Distortion, Color);
else if (dimensions == "3D")
Fac = noise_texture(p, Detail, Roughness, Distortion, Color);
else if (dimensions == "4D")
Fac = noise_texture(vector4(p[0], p[1], p[2], w), Detail, Roughness, Distortion, Color);
else
error("Unknown dimension!");
}